
Mage (Beasts)
Hero· Wizard· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Mage (Beasts) is High Elves hero: 3,420 HP, armour 15, melee attack 36, melee defence 28, weapon strength 285. It costs 1,000 in the campaign and 300 in multiplayer. Unit key wh2_dlc15_hef_cha_mage_beasts_0. Patch 9.0.4, from the game's data tables.
Health
3,420
Armour
15
Leadership
60
Speed
35
Melee attack
36
Melee defence
28
Weapon strength
200 base + 85 armour-piercing
285
Charge bonus
15
Attributes
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · High Elves: Sisters of Avelorn, Shadow Warriors
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Mage (Beasts) skill tree
27 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
- Barded Ithilmar SteedBarded Ithilmar SteedUnlocks at rank 7
- Mount: Elven Steed
- Ithilmar ChariotIthilmar ChariotUnlocks at rank 14
- Mount: Ithilmar Chariot
- Lileath's BlessingLileath's BlessingUnlocks at rank 4
- Winds of Magic power reserve capacity: +8 (own army)
- Ward of LoecWard of LoecUnlocks at rank 8
- Missile resistance: 10%
- Ward of HoethWard of HoethUnlocks at rank 8
- Spell resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- Focused MindFocused MindUnlocks at rank 10
- Hero action success chance: +4%
- Miscast base chance: -15%
- Student of the White TowerStudent of the White TowerUnlocks at rank 20
- Cooldown: -10% to all spells
- Excellent EfficiencyExcellent EfficiencyUnlocks at rank 25
- Winds of Magic cost: -10% for all spells
- Wyssan's WildformWyssan's Wildform2 levelsLevel 1
- Overcast spell: "Wyssan's Wildform Upgraded"
- Cooldown: -30% to "Wyssan's Wildform"
- Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Winds of Magic cost: -1 for "Wyssan's Wildform"
- Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
- Cooldown: -50% to "Wyssan's Wildform"
- Flock of DoomFlock of Doom3 levelsLevel 1
- Spell: "Flock of Doom"
- Overcast spell: "Flock of Doom Upgraded"
- Cooldown: -30% to "Flock of Doom"
- Miscast base chance: -15% for "Flock of Doom Upgraded"
- Overcast spell: "Flock of Doom Upgraded"
- Winds of Magic cost: -1 for "Flock of Doom"
- Winds of Magic cost: -2 for "Flock of Doom Upgraded"
- Cooldown: -50% to "Flock of Doom"
- Wild HeartWild Heart
- Passive ability: "Wild Heart"
- Pann's Impenetrable PeltPann's Impenetrable Pelt3 levelsLevel 1
- Spell: "Pann's Impenetrable Pelt"
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -30% to "Pann's Impenetrable Pelt"
- Miscast base chance: -15% for "Pann's Impenetrable Pelt Upgraded"
- Overcast spell: "Pann's Impenetrable Pelt Upgraded"
- Winds of Magic cost: -1 for "Pann's Impenetrable Pelt"
- Winds of Magic cost: -2 for "Pann's Impenetrable Pelt Upgraded"
- Cooldown: -50% to "Pann's Impenetrable Pelt"
- The Amber SpearThe Amber Spear3 levelsLevel 1
- Spell: "The Amber Spear"
- Overcast spell: "The Amber Spear Upgraded"
- Cooldown: -30% to "The Amber Spear"
- Miscast base chance: -15% for "The Amber Spear Upgraded"
- Overcast spell: "The Amber Spear Upgraded"
- Winds of Magic cost: -2 for "The Amber Spear"
- Winds of Magic cost: -2 for "The Amber Spear Upgraded"
- Cooldown: -50% to "The Amber Spear"
- EvasionEvasion
- Passive ability: "Evasion"
- The Curse of AnraheirThe Curse of Anraheir3 levelsLevel 1
- Spell: "The Curse of Anraheir"
- Overcast spell: "The Curse of Anraheir Upgraded"
- Cooldown: -30% to "The Curse of Anraheir"
- Miscast base chance: -15% for "The Curse of Anraheir Upgraded"
- Overcast spell: "The Curse of Anraheir Upgraded"
- Winds of Magic cost: -2 for "The Curse of Anraheir"
- Winds of Magic cost: -2 for "The Curse of Anraheir Upgraded"
- Cooldown: -50% to "The Curse of Anraheir"
- Transformation of KadonTransformation of Kadon2 levelsLevel 1
- Spell: "Transformation of Kadon"
- Winds of Magic cost: -6 for "Transformation of Kadon"
- Spell: "Transformation of Kadon"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- ScoutingScouting3 levelsLevel 1
- Scouting action: Magic item drop chance is increased by an additional 5%
- Scouting action: Magic item drop chance is increased by an additional 10%
- Scouting action: Magic item drop chance is increased by an additional 15%
- Cleanse CorruptionCleanse Corruption3 levelsLevel 1
- Cleanse Corruption action: Corruption is reduced by an additional 1
- Cleanse Corruption action: Corruption is reduced by an additional 2
- Cleanse Corruption action: Corruption is reduced by an additional 3
- Steal TechnologySteal Technology3 levelsLevel 1
- Steal Technology action: Research rate is increased by an additional 3
- Steal Technology action: Research rate is increased by an additional 6
- Steal Technology action: Research rate is increased by an additional 10
- WoundWound3 levelsLevel 1
- Wound action: Additional 5% chance of wounding target
- Wound action: Additional 12% chance of wounding target
- Wound action: Additional 21% chance of wounding target
- Block ArmyBlock Army3 levelsLevel 1
- Block Army action: Movement range is modified by an additional -3%
- Block Army action: Movement range is modified by an additional -8%
- Block Army action: Movement range is modified by an additional -15%
- SpecialistSpecialist3 levelsLevel 1
- Hero action cost: -10%
- Hero action success chance: +1%
- Hero action cost: -20%
- Hero action success chance: +3%
- Hero action cost: -40%
- Hero action success chance: +6%
Every version of Mage (Beasts)
3 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesWizard | 3,420 | 1 | 15 | 60 | 35 | 36 | 28 | 285 | 15 | 1,000 | 250 | wh2_dlc15_hef_cha_mage_beasts_0 |
| High ElvesWizard | 3,848 | 1 | 45 | 60 | 84 | 36 | 28 | 285 | 35 | 1,100 | 275 | wh2_dlc15_hef_cha_mage_beasts_1 |
| High ElvesWizard | 4,188 | 1 | 110 | 60 | 84 | 24 | 18 | 285 | 64 | 1,500 | 375 | wh2_dlc15_hef_cha_mage_beasts_2 |
Who can field it
- High Elves · Lothern
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.